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Pirates

Introductory:

We are trying to follow the KISS method. The item and spell lists are very simple.

Plot:
We are a crew of adventuring would-be pirates, mostly Neutrally aligned. We are a band of friends just setting out on their adventure, so we don't have much. We do not have a ship. We'll need to steal that.

The story begins in Dublin with [Hikari's character] getting kidnapped by a band of Goblins while they were bartering for supplies at the Market.

The only current crew members are: Ervan, Keke, Captain Kitty, Dani, and Hikari. Anyone who wishes to join may meet the o at the rally point behind the bar to join the Hikari rescue attempt and apply for a position with the captain later. If joining after the rescue attempt has already launched, you may meet the crew in their later journeys and speak with the captain then.

Pink Kitty is in charge of determining your position on the ship as she is captain. speak with her in PM about what you do and what you want to do.

Rules:

The Rules may be expanded without notification.

1.) Every crew member's first post should be their Profile and role aboard the ship. If this evolves the original post should be updated as well as a notification post.
2.) Anyone may call foul to any action and it will be deliberated
3.) No god modding or super powers, all combat arts and spells not listed must be approved via PM
4.) No permanently killing each other off without permission or unless unanimously voted
5.) Use good grammar and spelling if at all possible
6.) No random acts of stupidity
7.) Before joining the crew you must pre-approve your profile via PM.
8.) Begin posts with ooc: or ic:

Example posts:

Instead of *picks up the hammer* your post should look something like this:

IC:

Keke slowly bends to pick up the blacksmiths hammer that Ervan tossed her direction, and examines the head. "Nice craftsmanship, but what do you expect me to do with it exactly? Do I look like a blacksmith?" She flexes her puny muscles and giggles coyly.

~~~OR~~~

IC: Keke looked around the room expectantly.

OOC: I think it's silly what you guys are doing, knock it off.

~~~

Example Profile

Name:
Alias:
Race
Gender:
Nationality:
Alignment:
Deity:

Class:

Occupation:

Intelligence:
Wisdom:
Agility:
Strength:
Vitality:

Health Points: Each Vitality point = 25 hp
Power Points: Each Int/Wis/Agi/Str point = 2 pp

Age:
Height:
Weight:
Build:
Hair:
Eyes:

Equipment List:
Armour
Jewellery
Weapons
Misc

Physical Description: You may provide pictures if they are available

Personality:

Combat Arts or Spells:

Skills:

History: Be brief, if Nationality is other than Irish explain how you came to be in Ireland.

Statistics

Statistics

List your stats in your character profile with a limit of 25 base stats per character. Jewellery can add in and boost that later. We have no jewellery starting out.

4 is the minimum you can have in any stat. A maximum of 20 points may be placed in any stat. Anything lower than 4 intelligence would render you a babbling fool, lower than 4 agility would make you a bumbling oaf, etc.

Intelligence: Mage power and ability - adds to ones ability to use mage spells without growing weary, a minimum of 6 int is required to cast First Circle, 12 int to cast Second Circle and 20 int to cast Third Circle. Strength: Melee power and ability - determines how hard you hit and skill with melee weaponsAgility: Ranged power and ability - determines speed, grace of movement, ability and how hard you hit with ranged weaponsWisdom: Healer power and ability - adds to ones ability to cast heal spells without growing wearyVitality: determines your health points. each point of vitality = 25 health points

Caster: Each point of intelligence or wisdom adds 2 power to your power pool. Spell costs vary, when your power is low you must rest to regain it. Resting 1 hour returns 25% of your power.

Ranged/Melee: Each point of strength or agility adds 2 power to your power pool. Combat Art costs vary, when your power is low you must rest to regain it. Resting 1 hour returns 25% of your power.

A mage would want higher intelligence, a druid/cleric higher wisdom, a ranger/rogue higher agility and strength, and a warrior higher strength and vitality. Most warriors are dumb as bricks and but strong and vital.

As we preform heroic acts our stats will increase. Periodically it will be announced that the entire crew receives (+1) to any stat of their choice at which time they must edit their profile.

Classes:

Casters:Mage (offensive magic user, see spell list for details, may only wear light armour)Druid (cleric/mage hybrid, see spell list for details, may only wear light armour)Cleric (pure healer, may wear any armour but may not use offensive magic)

Ranged/Melee:Warrior (proficient with any weapon except mage weapons, may wear any type of armour)Rogue (warrior/ranger hybrid with some sneakiness thrown in, proficient with close combat and ranged weapons, may wear light or medium armour, dual-wield capable, thieves and assassins would chose this class, proficient and going unseen and backstabbing) Ranger (proficient with close combat and ranged weapons, may wear light or medium armour, dual-wield capable, master trackers, works closely with nature, usually has an animal cohort of some sort)

Spells and Combat Arts

Spells and Combat Arts

Spells are cast by mages/druids/clerics, combat arts are used by ranged/melee classes.

For simplicities sake only three Circles of Mage spells are permitted. Any Mage may cast First Circle, a moderately talented Mage may cast Second Circle, and a very talented Master Mage may cast Third Circle with sporadic success. The magic energy from any failed spell may expand in interesting and sometimes tragic ways with an unqualified caster. Do not attempt magic while distracted. Third Circle spells have a high probability to fail. A Master Mage may control and mold the failed magic energy into something harmless such as a gust of air, a loud bang or a lower Circle spell.

Any druid may cast any druid spell.

Any cleric may cast any cleric spell. Clerics may wear plate armour but cannot use any offensive magic.

Spell casting wearies the caster, the bigger the spell, the more it takes from the caster. After casting several large spells the caster will need to rest to recuperate. An exhausted Mage who attempts magic will likely fail and be unable to control the magic energy. For example: After casting 3 or 4 Third Circle spells a Mage may need to sleep for as many hours before being capable of functioning normally. Without enough rest the caster will be unable to concentrate properly and may cast incorrectly. A simple Fireball may explode in the caster's face causing severe burns.

There is no set list of Combat Arts. Crew members may use their imagination within reason. Maybe I'll work on one later. I grow weary of lists.

As usual, any actions may be called foul and discussed.

Mage Spells:

First Circle (all First Circle spells cost 2 power each)Poison: Temporarily poisons the targetWall of Stone: Creates a temporary wall of stone about 5 feet long in the path of the target. More powerful mages create longer lasting walls.Lightening: A bolt of lightening descends from the heavens to strike the target, temporarily stunning said target. Fireball: Sends a projectile ball of fire toward an enemy which explodes on contactMagic Lock: Magically locks a door or chestMagic Unlock: Magically picks the lock on a door or chest.Magic Trap: Creates a trap on a door or chest.Magic Untrap: Untraps a door or chest.Telekinesis: Magically opens a chest or door from 10 feet away. More powerful mages may move small items.Teleport: Transports target to a set location. May bind a location to return to later.Bind Point: Allows the caster to bind a location for future teleportations. May not bind within city limits, underground, in a building, or in a forest.

Second Circle (all Second Circle spells cost 4 power each)Magic Missile: Sends an unavoidable magic missile toward the targetFire field: Creates a temporary 5ft long wall of fire in the path of the targetPoison Field: Creates a temporary 5ft long wall of poison in the path of the target.Flame Strike: Hits the target with a huge burst of flames that does massive damage.Explosion: After an initial delay of 10 seconds; creates an explosion up to 30 feet away.Vampire: Drains the health of the target and returns it to the caster.Curse: Makes the target clumsy, lowers field of vision, reduces all stats by -5 and reduces speed.

Third Circle (all Third Circle spells cost 8 power each)Medusa's Gaze: Turns target temporarily to stoneChain Lightening: Shoots chain lightening from the palms of the caster which hits all targets in the area.Polymorph: Temporarily transforms the caster into an animal.Invisibility: Temporarily renders caster invisible.Energy Vortex: Summons a temporary quickly moving and unpredictable Vortex of Energy from another plane of existence. Very dangerous, as the Vortex may turn on the Mage or their allies. Meteor Shower: Bombards the enemy with many flaming meteors. Earthquake: Creates a small scale earthquake in the targeted area. Also damages anyone in the targeted area.Mass Curse: Casts Curse on all creatures within 5 feet of target.Enamor: Causes target to become besotted with the caster temporarily.

Druid Spells:Heal: Returns half the targets health.(5 power)Arch Heal: Fully restores targets health.(10 power)Mass Heal: Returns half of up to three targets health.(10 power)Resurrect: Returns a fallen ally to life.(10 power)Night Sight: Sharpens the targets night vision for up to 10 minutes.(5 power)Buff: Temporarily increases the targets cunning, agility, speed and fighting prowess. (5 power)Polymorph: Temporarily transforms the caster into an animal.(10 power)Invisibility: Temporarily renders caster invisible.(10 power)Magic Lock: Magically locks a door or chest(10 power)Magic Unlock: Magically picks the lock on a door or chest.(10 power)Magic Trap: Creates a trap on a door or chest.(10 power)Magic Untrap: Untraps a door or chest.(10 power)Vampire: Drains the health of the target and returns it to the caster.(10 power)Curse: Makes the target clumsy, lowers field of vision and reduces speed. (10 power)Mass Curse: Casts Curse on all creatures within 5 feet of target(15 power)Fireball: Sends a projectile ball of fire toward an enemy which explodes on contact(10 power)Lightening: A bolt of lightening descends from the heavens to strike the target, temporarily stunning said target.(10 power)

Cleric spells:Heal: Returns half the targets health. (5 power)Arch Heal: Fully restores targets health.(10 power)Mass Heal: Returns half of up to three targets health. (10 power)Arch Mass Heal: Fully restores up to three targets health. (15 power)Resurrect: Returns a fallen ally to life.(10 power)Arch Resurrect: Returns all fallen allies within 5 feet to life.(20 power)Buff: Temporarily increases the targets cunning, agility, speed and fighting prowess. (5 power)Cure: Removes any curses or poisons on target.(5 power)Arch Cure: Removes any curses or poisons on all targets within 5 feet.(10 power)Bless: Wards the target against damage for the next 3 strikes.(5 power)Arch Bless: Blesses all targets within 5 feet.(10 power)Protection: Allows the caster to absorb all damage taken by target for up to 3 strikes. May be canceled by caster.(10 power)Arch Protection: Casts protection on all targets within 5ft.(20 power)Dispel: Removes enemy magic from target, quenches enemy fires.(10 power)Paralyze: Temporarily paralyzes the enemy.(5 power)Arch Paralyze: Temporarily paralyzes all enemies within 5ft of target. (10 power)

Pirates Guide to Equipment...

Pirates Guide to Equipment...
Use your imagination on the enchantment within reason... Major godlike enchantments need the approval of the entire crew which you will most likely not receive.

Anyone may call foul to any item or action and it can be deliberated.

Each crew member may have all of the following equipped at one time and backups stashed away as they see fit:
2 rings
2 bracelets
2 ankle bracelets
1 necklace
1 hat/headband
1 pocket item
1 cloak
6 armour pieces
1 ranged weapon unless they are a mage
2 1-handed melee weapons if dual-wield capable / 1 2-handed weapon / 1 mage weapon
1 small secreted weapon (it is not required to tell the crew if you have a secreted weapon)

Enchantments:

Stat Enchantments:
Strength adds to how hard you hit with sword and bow.
Agility adds to accuracy, ease of movement, the ability to block and speed.
Wisdom adds to your ability to heal and adds to mana pool.
Intelligence aids spellcasting and adds to your mana pool.
Vitality adds to armour class and health points pool.

Major enchantments include but are not limited to:
Additional abilities (i.e. a bracelet that allows the wearer to cast fireballs from their palms, etc.).
Summoning items (e.g. allows the wearer to summon an ally once per day that lasts for a short period of time, etc.).
Bound spell items (i.e. allows the wearer to cast a spell a certain number of times per day).

Note: each member may only have one item with a major enchantment.

Accessories:
Accessories are items which are separate from clothing and armour and are limited to each member equipping 2 rings, 2 bracelets, 2 ankle bracelets, 1 necklace, 1 hat/headband, 1 pocket item per crew member. If a crew member is wearing boots logic would dictate that they are unable to wear ankle bracelets.

Pocket items:
Pocket items are random pieces of enchanted junk that have special meaning only to the bearer. They include but are not limited to:
Pieces of amber.
Gems.
Crucifixes.

Pocket items may have minor enchantments or stat increases, and if approved by the crew they may have major custom enchantments.

Cloaks:
Cloaks include capes, shawls, wraps, scarves, and etc. They may be enchanted in similar ways to jewellery.

Hats/Headbands:
Hats and Headbands include basically anything that sits on your head within reason. They include but are not limited to:
Hats.
Headbands.
Circlets.
Crowns.
Diadems.
Barrets.
Hair clips.
A knight's lady's favor.
Crystals.
Crystallized Flowers.

Platinum Jewellery is uncommon but provide 3-4 stat increase as well as a minor enchantment, i.e. +2agi & +2str or +3agi and 1 minor enchantment (limited to 2 items per crew member).

Adamantium Jewellery is quite rare but add 5-6 stat increase as well as 1-2 enchantments, i.e. +3str & +3agi or +6agi and 2 minor enchantments or 1 major enchantment (limited to 1 item per crew member).

Faceted Jewellery is any of the above metals (including attributes) with a setting of stones or gems and a custom enchantment (limited to 1 item per crew member).

Note: Bracelets can be worn on the ankle or the wrist.

Armour:
Light armour is clothing. It doesn't protect you too well, but doesn't weigh much either.
Medium armour is leather or chainmail. Fairly decent at protectng you, but it weighs more, so mages can't wear it as they usually have low strength.
Heavy armour is solid steel, iron, etc. plates. Great for protection but it weighs a ton, so only the strongest people can wear it. You also can't swim in it, which is bad if we start sinking.

Weapons:
Weapons include ranged, close combat, heavy close combat, secreted and mage weapons.

Ranged weapons include: short bows, long bows, crossbows, throwing knives, shurikens, arrows, crossbow bolts, guns, bullets/gunpowder
[b]Guns[b]: guns are the same as bows except they require reloading after each shot, which takes longer than knocking another arrow. Pistols are one handed but have a shorter range. Any other gun requires two hands but has a greater range.Close combat weapons include: one handed weapons such as short swords, maces, short spears.Heavy close combat weapons include: two handed hammers, pikes, spears, lances.Secreted weapons include: small weapons such as throwing knives, shurikens, needles/spikes (secreted weapons may be poisoned but not enchanted).Mage weapons include: wands, staves.

You can create and name your own weapon within reason, all custom weapons must be approved via PM... Godlike weapons are frowned upon.

There isn't much room on the deck of a ship, so in most cases one handed weapons would be used. That means no huge hammers, staves, pikes, lances, etc..

Most sword hilts are plain and wrapped in leather to prevent slipping when the hand is wet with sweat or blood. Some swords may have wooden grips, or may be metal with wire braid wrapping it to prevent slipping. At the very end of the hilt there is occasionally found precious gems or ornate metal work. If you would like help creating a custom weapon, just ask, I'm sure I can help you find what you are looking for. Ornate and impractical weapons have ivory handles or gem encrusted hilts. Common sense would dictate that most swords would have a hand guard.

Examples of custom weapons:Rapier of the Dawn: A one handed fencing weapon made from Adamantium. The blade is long and thin and glimmers with an enchantment. This item's special ability is to provide a light in dark places. When the weapon is in the dark it glows like the dawn, however this enchantment cannot be shut off and doesn't provide for much stealth.

Dark Mace: A one handed morning star made from hardened steel and and quenched in the River Stix. It glows faintly with a sinister black light and has a bone crushing enchantment. When enemies are struck with this mace, bones are crushed on impact. There is a large smokey gray quartz at the end of it's long handle.

Sword of Truth: A long thin blue blade with a sapphire encrusted hilt. The largest sapphire in the hilt is possessed with the soul of a long dead King who can guide the blade. This enchantment makes even the clumsiest swordsman seem like a sword master. However, the crux of the curse is that whenever the sword is on the bearers person they are unable to tell a lie, or even slightly bend the truth, the sword will not attack a being that is not evil or a direct threat to the bearer.

Cudgel of Life: A light oak wooden club much dented and stained from use. Just above the grip are faceted many small sparkling amethysts. This club has a spell enchantment: Twice per day the bearer may use Minor Healing and once per day they may use the Cudgel to resurrect a fallen ally.

Additional Notes:
- These lists are in now way definitive.
- All magic weapons can hit ghosts and other such insubstantial beings.
- Anything that says [quest] can only be gained during a quest.
- None of these items are available to us from shops or anything (except the Helm of the Ratslayer. Feel free to buy it at the next port we visit). We have to find them. No, you can't start with them, don't be stupid.
- When in doubt, ask Keke. Seriously, I don't know anything much this kind of thing.

--------------------Special item lists--------------------

There is only one of each of the following named items in existence. When an item is claimed it should be removed from the list.

Special items: These can only be found in treasure hordes or be received as gifts.
The Horn of Sigismund: scares enemies.
Al-kahest: vial of acidic substance, ignores armour, counts as a magical and fire attack, even though it isn't enchanted, 15-20 damage.

Experimental items: These can only be received as gifts from their maker.
Guns:
Leon Todmeister's Fantabulously Far-reaching Harquebus of Unforeseeable and Unperceived Bereavement (Hochland Long Rifle): comes with modified telescopic attachment, very long range, 12-18 + Agility damage.
Von Meinkopt's Whirling Cavalcade of Death (Repeater Handgun): fires three times without reloading, 8-12 + Agility damage per shot.
Von Meinkopt's Micro-mainspring of Multitudinous Precipitation of Pernicious Lead (Repeater Pistol): fires three times without reloading, 2-4 + Agility damage per shot.
Pfielmann's Incendiary Projector of Explosive Misfortune (Grenade Launching Blunderbuss): fires short range explosive round, 15-25 + Agility damage.
Miscellaneous:
Herstel-Wenckler Pigeon Bomb (Pigeon Bombs): carrier pigeon with bomb delivery device. Pigeon can be attacked, may return to user with bomb, may blow up in midair. Any of these events may result in the pigeon's unfortunate demise. 20-30 damage.

Additional Notes:
- These lists are in now way definitive.
- All magic weapons can hit ghosts and other such insubstantial beings.
- Anything that says [quest] can only be gained during a quest.
- None of these items are available to us from shops or anything (except the Helm of the Ratslayer. Feel free to buy it at the next port we visit). We have to find them. No, you can't start with them, don't be stupid.
- When in doubt, ask Keke. Seriously, I don't know much about this kind of thing.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Religion

Right, so, religion. Wow. This could go pretty badly, come to think of it. Maybe. Well, first things first: this isn't a monotheistic system. That would be ridiculous. No, it's polytheistic. Which I prefer. Polytheism has several good points, one of which is that you can have great big holy wars for a reason. No "My god exists and yours doesn't" stupidity, oh no. Instead we'll have "My god hates your god so I'm gonna kill you and destroy your temples," which is much better. More rational. Sort of. And, uh... Yes, polytheism.

Why Gods Exist:

The gods are the creators and sustainers of the universe. Without them nothing would exist.

Where the Gods Live:

The gods exist in a dimension known as the Immaterium, a realm of energy and little else, heavily influenced by the thoughts and feelings of the Materium, which is where we live. Within the Immaterium also dwell the various spiritual beings that one can summon. Here the gods fight, argue, ally, plot, scheme, and generally mess about. Through the gods the Immaterium is able to act on the Materium. The Immaterium has no concept of time or space.

The Wars of the Gods:

Usually a god will act in such a way as to benefit his followers. Unsurprisingly this can lead to a great many battles between the gods as their views and intentions often conflict. These battles can be fought in two ways. The first way is for the gods themselves to fight. This is often more than enough to settle most disputes, as in most cases the two gods are unevenly matched. If the deities cannot reach a conclusion to their fight then they will bid their followers fight instead, and who ever wins this fight will enjoy greater prosperity under their god.

Worshiping the Gods:

The way in which a god is worshiped depends upon the god, and styles vary greatly. Some involve nothing more than a small offering and a quick prayer, while others require elaborate services and complicated daily rituals. A worshiper of a god may receive one of his or her skills as a blessing, as well as other powers or items.

Physical Description: Clad in all-enclosing crimson armour with bronze edging which he never removes, stained with the dried blood of innumerable warriors. The Mark of Khorne is engraved in bronze upon the breastplate. His helm has a single slit through which his red eyes can be seen glowing, and two large, curved bronze horns are on either side. In his right hand he holds a large axe. It has a steel shaft with a bronze handle at the base, and the head is a single slab of iron, secured to the shaft with two bronze pins. Khrone sits upon a throne of iron, surrounded by the bodies of fallen warriors as far as the eye can see.

Personality: Khorne is a god of rage and war. He respects those who fight and who die in combat, and watches over all battles, although he rarely intervenes. He despises magic, seeing it as dishonourable trickery. Khorne's anger burns fiercely against those who have sparked it, and when he is drawn to battle he does so with a roar that shakes the Immaterium to the core. When Khorne marches none stand in his path as he carves a bloody swathe through any and all opponents.

Skills:
Khorne's Fury: Khorne is subject to Frenzy. In addition he hates all enemies.
Bloodrage: In battle Khorne carves through enemies until there are none left. He will not stop fighting until every opponent is killed. In addition he will actively pursue fleeing enemies.
Might of Khorne: Khorne inspires terror in all opponents, and can kill in a single stroke.
Hatred of Magic: Khorne cannot be affected by magic.

History: Khorne came into being when Tzeentch created the universe, embodying the rage and fury that lied at its center. Since then he has fought many times with Tzeentch, and has come close to killing him on more than one occasion. He has also dueled with Thor several times, although these have been tests of strength rather than attempted fights to the death. Despite Thor's best efforts, Khorne has not lost a battle with him.

Prayer Method: Khorne is worshipped on the battlefield. Every soldier killed is an offering to him, and his attention is drawn to those who fight hardest and with the most courage.

Physical Description: Tzeentch's body is ever shifting, and he has no standard appearance beyond a basic humanoid structure, although this too is not always present. He wears a robe made of finest silk which constantly changes colour, shifting from one shade to the next. Around his neck hangs a gold chain with a silver pendant in the shape of his Mark. On his left hand he wears a platinum ring set with a sapphire, and on the right a gold ring set with a ruby. He carries a long wooden staff engraved with runes that has a large diamond set in the top. This diamond glows with the seven colours of the rainbow.

Personality: Tzeentch is the First God of Change, the Creator. It is he who pushes the universe ever onwards, causing the otherwise inexplicable events that lead to ever more impressive developments. Without him there would be nothing. He is a master of all magic, and can perform spells no mortal could ever attempt.

Skills:
Master of Magic: Tzeentch can use all magic, and his spells can only be dispelled by Khorne.
Ever Changing: Tzeentch constantly shifts from one form to another. Enemies have -1 Accuracy when attacking him.
The Guide: Tzeentch controls the future and guides it in its path. He can predict the future.

History: Tzeentch is the brother of Nurgle and Hades, who are collectively known as the Three Gods of Change. He created the universe as well as life, and has been responsible for nearly every major development in anything. He has constantly fought against Nurgle since the creation.

Physical Description: He looks like little more than a corpse. Bloated stomach and pale green skin, he is covered in wounds, sores and scars. He wears a torn and stained light grey shirt, the arms ripped back to the elbows, and a pair of equally damaged shorts that were once white. On his left wrist is a bracelet made of bleached bone with his mark. He sits slumped backwards in a chair made of rusted iron and splintered wood, surrounded by debris from the ages.

Personality: Nurgle is a broken god, who murmurs to himself and rarely acts on the world around him. However, within his mind he controls the destructive forces that bend steel and drain life, destroy technology and crumble rock. Calm and immobile, he absentmindedly challenges the powers of Tzeentch.

Skills:
Nurgle's Rot: Any who approach Nurgle immediately become infected with the most terrible diseases, soon being reduced to little more than dust.
Passive: Nurgle does not suffer from any psychological affects.

History: Nurgle is the brother of Hades and Tzeentch. When the universe was created he immediately began to destroy it, causing stars to collapse and worlds to reduce to nothing more than lifeless deserts. Tzeentch attacked him, and before Nurgle could react he was reduced to his current state. However, Nurgle still battles with Tzeentch within his mind, and so the two are at a constant stalemate, neither able to overcome the powers of the other. In the end though all things must come to an end, and so it is that Nurgle will triumph at teh end of everything.

Physical Description: Pale skinned and intimidating, with sunken eyes and pointed teeth. He wears a black hooded robe and black sandles, and carries a black longsword in a hilt hanging on the belt of his robes to his left. Around his neck is a silver necklace, on his left wrist a silver bracelet, and a silver ring on the middle finger of his right hand.

Personality: Hades is the troublemaker. While Nurgle and Tzeentch try and push things in definite directions, Hades simply plays about, messing up both their plans with equal fervour, as well as those of any other god. He spreads chaos and confusion wherever he can, and keeps the world from changing as quickly as it otherwise would. He does this purely because he can.

Skills:
Hades' Gaze: Causes Terror in all enemies.
Unpredictable: Hades will randomly change sides in any battle entirely on whim.
Embodiment of Chaos: Such is Hades desire for confusion and strife that any enemies nearby will immediately attack the nearest target, friend or foe.

History: Hades is the brother of Tzeentch and Nurgle. At any point where Tzeentch or Nurgle try and exert their influence he has been there, stalling their efforts and effectively holding up the universe's progress for much of its history. Although the other gods have tried to destroy him they have been unsuccessful, as he has proved far too difficult to pin down.

Prayer Method: Sitting in a meditative and calm state before going completely nuts.

---
Name: Freyja
Gender: Female
Alignment: Neutral

Occupation: Goddess of Love and Beauty

Age: Immortal
Build: lush, lithe
Hair: Red
Eyes: Golden

Equipment List:
Armour: Cloak of bird feathers,
Jewellery: necklace of the Brisings
Weapons: Who needs weapons when you are the most beautiful female in existence?

Physical Description: The most beautiful and propitious of the goddesses.

Personality: Egotistical and vain, but quick to grant favors to lesser beings. Cares little for much more than her own personal comfort and desires. Will justify any means with the end, will do anything to obtain what she desires.

Skills:

History: She is the patron goddess of crops and birth, the symbol of sensuality and is called upon in matters of love. She is the sister of Freyr. Her attributes are the precious necklace of the Brisings, which she obtained by sleeping with four dwarfs, a cloak of bird feathers, which allows its wearer to change into a falcon, and a chariot pulled by two cats. She owns Hildesvini ("battle boar") which is actually her human lover Ottar in disguise. Her chambermaid is Fulla. Freya lives in a beautiful palace, a place where love songs are always played.

Prayer Method: It is hard to catch the attention of one so self absorbed, but once it is caught it can be very hard to lose especially for an attractive man. Enjoys battles dedicated to her, mock battles and spars as well.

---

Name: Freyr
Gender: Male
Alignment: Neutral

Occupation: God of peace, wealth, sun and rain, and the patron of sailors, bountiful harvests and fertility.

Physical Description: Tall and graceful, the most beautiful of the male gods.

Personality: Jovial and a lover of excess.

Skills: Creator of dual wielding and sailing.

History: He is both a god of peace and a brave warrior He created Elves in his own image, but he has dark hair and eyes which are rare among elves. When a dark haired child is born among elves they are said to be the child of Freyr and made much of among their people. His sister is Freya. He rides a chariot pulled by the golden boar Gullinbursti which was made for him by the dwarves Brokk and Eitri. He owns the ship Skidbladnir ("wooden-bladed"), which always sails directly towards its target, and which can become so small that it can fit in Freyr's pocket. He also possesses a sword that would by itself emerge from its sheath and spread a field with carnage whenever the owner desired it.

Prayer Method: For elves this god is easy to please, for any other race it is all but impossible. Prefers receiving prayers in the daylight, under the sun or anytime in the rain. Enjoys sacrifices of fruit.

Personality: Quick to anger, but easy to mollify. Easily pleased. Partaker of feasts and lover of women and alcoholic beverages, specifically beer.

Skills: Throwing Hammer, controlling the weather, driving a chariot through the sky basically being a badass.

History: Thor is helped by Thialfi, his servant and the messenger of the gods. During a thunderstorm, Thor rides through the heavens on his chariot pulled by the goats Tanngrisni ("gap-tooth") and Tanngnost ("tooth grinder"). Lightning flashes whenever he throws his hammer Mjollnir. Thor wears the belt Megingjard which doubles his already considerable strength. His hall is Bilskirnir, which is located in the region Thrudheim ("place of might"). His greatest enemy is Jormungand, the Midgard Serpent.

Prayer Method: This god is easy to please, with the right benediction he will grant a follower a magical protection spell to be used at their will. His blessings are considered easy to obtain but somewhat weak.

She has lanky limbs and appears somewhat coltish, but moves with surprising grace.

She wears a billowy white pirate's shirt that laces at the neck which is partially unlaced, a blue sash tied about the waist that hangs half down her left leg, tight tan colored pants, black leather thigh-boots with buckles on the sides and slightly raised heels, dainty green kid gloves that snap at her wrists. On her left forearm is a black leather pad for her falcon (Horus) to perch upon. A Nimcha (type of scimitar) rests on her left hip with a brown leather wrapped hilt and a filigree gold wire hand guard. An adamantium dagger is on her right hip, it also has a brown leather wrapped hilt but a sapphire the size of the first digit of her thumb glitters at the end, waiting for an enchantment. A green and blue quiver with gold needle work decorating it and short bow are on her back along with a throwing dagger secreted about her person. Both sword sheaths are made of hard leather but have a green and blue velvet cover with gold needle work matching the quiver. The sheaths are secured to her thigh with straps. She has a leather belt hidden by the sash that the sword sheaths attach to. There are three small pouches secured to said belt, one containing waxed bow strings and a tightly coiled bandage. The second contains a small fire oil vial, light oil vial as well as one precious red heal potion all wrapped in cloth to keep from bumping into each other. The third has folded paper packets containing various leaves and powders for herbal healing.

Personality: Keke is quiet and avoids crowds at all costs. She is sure of herself to the point of recklessness and has been known to act superior. She wears her arrogance like a shield. She has few close friends, but she shows complete loyalty to those she does have. She is ruthless with enemies and will do whatever it takes to get the job done. She is cynical and jaded, she often looks at the world with distaste and startling pessimism. Her eyes shine with barely suppressed mourning. Her motto is, “Expect the worst, and all your surprises will be pleasant ones.”

Known Combat Arts:
Hail of Arrows: sends volley after volley of arrows into the heavens to descend upon enemies within 10' for 8-10dmg (8 power),
True Shot: A bow shot that cannot miss, 5-7dmg (2 power)
Miracle Shot: A bow shot that will be accurate over any distance so long as the target remains in line of sight, 5-10dmg (5 power)
Double Shot: Fires two arrows at target, if first arrow strikes successfully the second cannot miss and does identical dmg as first, 3-7dmg (3 power)
Flurry of Blades: Strikes foe repeatedly with both main and offhand weapons until enemy blocks or parries, 3-5dmg per strike (2 power)

History: Keke is the third daughter of a very highly respected General, while she was not the heir apparent her father still showed signs of favoring her. He taught her all he would have the son he never had, including the art of war, tracking and horsemanship. At the age of 17 her beloved father took an arrow through the throat on a campaign. Driven by grief she struck out alone to find a place in the world. Not long after arriving in the capital city of Dublin she met Ervan, who took her under his wing. She became fast friends with Dani.

Name: Kitsa Tangeforte [Kitsa is to coincide with "Kitty". It is a more effeminate version of Kit. The boy's and girl's name Kit \kit\ is pronounced kit. It is of English origin. Nickname for Christopher before Chris was used. Christopher Columbus named the Caribbean island of Saint Kitts for himself and Saint Christopher, the patron of travelers. Tangeforte is a portmanteau of tangible and forte. It is most likely of Italian origin, but is however completely fictional. It describes two aspects of Kitty. She does not distance herself from people, and she is strong. Maybe not in the physical sense, for her STR is 5, but she has a strong heart, and strong will.]

Alias: Cap'n, Cap''n Kitty, Leader, Leader Kitty, or Mighty Ruler Who Is Most Gracious For Letting Us Live. Whichever works.

Deity: Erevan Ilesere, the elven god of Mischief, Change, and Rogues.
Some humorous tales say that Erevan changed form and sex in order to conceive and bear the unicorn god Eachthighern with the ki-rin god Koriel. Erevan is a close ally of the Seelie Court.
Erevan lives in the realm of Arvandor on the plane of Arborea.
Erevan's holy days are on the eclipses, and his faithful sacrifice stolen treasures to him whenever they feel it is appropriate.

History: Despite having a surname like Tangeforte, and being blonde, Kitsa is as Irish as the next Angus O'Reilly-McDublin. She was born and raised in Kilkenny, but recently left and headed to Dublin to find adventure. Arriving in Dublin, she most certainly found it. She met Ervan McNinja and promptly challenged him to a duel. Disappointingly, this duel ended in a draw. Every day, she came back to the city square and challenged Ervan McNinja to duels. Each time, the duel ended in a draw. One day, however, Ervan McNinja seemed distracted by someone in the crowd. A girl, probably 19 or 20. Admitably, the girl was fairly distracting. She had the brightest blonde hair that Kitsa had ever seen. Using this distraction to her advantage (I shan't bore you as to how), Kitsa beat Ervan McNinja. However, Ervan McNinja told Kitsa that he wanted to join a pirate crew, and asked if Kitsa had one. It was at this point that Kitsa realised what she could do for her adventure, and became a pirate captain, with Ervan McNinja as her First Mate. She then met Keke, the girl who had distracted Ervan McNinja. Keke became the Navigator of the shipless crew, and soon [DK's character] and [Hikari's character] showed up, fulfilling the positions of General Weapon Fodder and Cook, respectively.

I suggest reading the introduction posts thoroughly before posting a profile.

Originally Posted by Keke Le Cat

Statistics

List your stats in your character profile with a limit of 25 base stats per character. Jewellery can add in and boost that later. We have no jewellery starting out.

4 is the minimum you can have in any stat. A maximum of 20 points may be placed in any stat. Anything lower than 4 intelligence would render you a babbling fool, lower than 4 agility would make you a bumbling oaf, etc.

Intelligence: Mage power and ability - adds to ones ability to use mage spells without growing weary, a minimum of 6 int is required to cast First Circle, 12 int to cast Second Circle and 20 int to cast Third Circle. Strength: Melee power and ability - determines how hard you hit and skill with melee weaponsAgility: Ranged power and ability - determines speed, grace of movement, ability and how hard you hit with ranged weaponsWisdom: Healer power and ability - adds to ones ability to cast heal spells without growing wearyVitality: determines your health points. each point of vitality = 25 health points

Caster: Each point of intelligence or wisdom adds 2 power to your power pool. Spell costs vary, when your power is low you must rest to regain it. Resting 1 hour returns 25% of your power.

Ranged/Melee: Each point of strength or agility adds 2 power to your power pool. Combat Art costs vary, when your power is low you must rest to regain it. Resting 1 hour returns 25% of your power.

A mage would want higher intelligence, a druid/cleric higher wisdom, a ranger/rogue higher agility and strength, and a warrior higher strength and vitality. Most warriors are dumb as bricks and but strong and vital.

As we preform heroic acts our stats will increase. Periodically it will be announced that the entire crew receives (+1) to any stat of their choice at which time they must edit their profile.

I'm not sure if pirates would weigh themselves, this is all for mental imagery.

Start equipment is very simple weapons and clothing, better stuff will be gained as we go along.

This is implied but there isn't a specific post for it so here is this information also:

The classes are:

Casters:Mage (offensive magic user, see spell list for details, may only wear light armour)Druid (cleric/mage hybrid, see spell list for details, may only wear light armour)Cleric (pure healer, may wear any armour but may not use offensive magic)

Ranged/Melee:Warrior (proficient with any weapon except mage weapons, may wear any type of armour)Rogue (warrior/ranger hybrid with some sneakiness thrown in, proficient with close combat and ranged weapons, may wear light or medium armour, dual-wield capable, thieves and assassins would chose this class, proficient and going unseen and backstabbing) Ranger (proficient with close combat and ranged weapons, may wear light or medium armour, dual-wield capable, master trackers, works closely with nature, usually has an animal cohort of some sort)

Intelligence: Mage power and ability
Wisdom: Healer power and ability
Agility: Ranged power and ability
Strength: Melee power and ability
Vitality: hit points

You put 4 in each one and have 5 to play with. You may place them anywhere you wish.

A mage would want higher intelligence, a druid/cleric higher wisdom, a ranger higher agility and strength, and a warrior higher strength, agility and vitality. Most warriors are dumb as bricks but strong and vital, mages smart but puny.

A rogue's agility or strength dictates their power pool, whichever is highest.

OoC: 'cause I don't have one yet Anyway, uh, I'm going to post up a profile once two conditions have been met. The first is that I get out of bed, and the second is that I play around with it a little. Anyway, that shouldn't be too hard, and then PK will know my name In other news, I know it says that you can PM me with questions too, but unless they're fairly simple you should really ask Keke. I don't know that much about these things.

Physical Description: Carries katana with hilt on the right in red wooden scabbard attached to back of sash, which in turn is tied around his waist. The three leather pouches are tied to the sash on his left side. The bandana is worn folded as a strip across his forehead, tied at the back. Underneath his hanfu he wears a pair of tight cotton shorts and his leather pistol holster, which hangs on his right with the strap across his chest. Wraps a cotton strip around his right hand and forearm, leaving the fingers and thumb free. Charred Gloves are blackened white cotton with singed edges, fingerless, and worn over the cotton strip. The Mark of Khorne is a bronze pendant hanging from a bronze chain. He wears it over his hanfu.

Personality: Rash and impulsive, he'll dive into a fight at a moments notice, although he's not adverse to exchanging bullets when necessary. He also likes to focus on the bright side of things and help people out, and he'd do almost anything for a pretty lady. However, he can also be short-tempered and easily distracted.

Combat Arts:
Shadow Stalk: Follows an enemy without being seen by moving from one shadow to another. 6 power, cannot be used in open spaces.
Backstab: A swift stab to the back. 5-10 + Strength damage, 6 power.
Snipe: A carefully aimed shot to a vital area. 5-10 + Agility damage, 6 power.
Steal: Steals an enemy pocket item. 2 power.
"They can't grab me if I'm on fire.": Sets himself alight in order to evade capture. Lasts up to 10 seconds, inflicts 1-3 damage on self per second, 8 power.

Skills: Basic first aid, advanced swordsmanship, basic marksmanship.

History: A sparring partner of Kitsa Tangeforte, who's accompanying her on her adventures. Born in Dublin, he lived with his parents and two siblings until he turned fifteen, when he left to explore the wider world. He learned how to wield a sword when he ended up in Japan two years later, which is where he also received his katana. At the same time he was gifted a beautiful grey and red kimono, but this became heavily damaged during another adventure and so was replaced with a hanfu he chanced upon at a market in London, while the kimono has been carefully locked away. He prefers to wear the hanfu when using the katana rather than different clothing. After he returned from Japan he met Kitsa, who challenged him to a duel, which was inconclusive. Since then they have fought many times, and only once has Kitsa beaten him, although he does not accept this as he was distracted at the time. Despite this Kitsa has begun calling him Ervan McNinja in recognition of his skills at evading her. In the last year or so he has been learning how to use a gun with help from Camilla, as well as taking a crash course in first aid after his last adventure. He also discovered that setting himself on fire was an effective means of avoiding restraint during a bar-fight a few weeks ago.

Keke crouches and waits near the edge of town in the pre-dawn dim for her party. The rally point was behind a tavern, the smell of cheap ale and wine strongly pervaded the narrow alleyway. Seemingly bored she flips her small throwing dagger into the air, then catches it by the hilt repeatedly.

She occasionally glances through the dirty, cracked window of the pub to eye the pile of coins on a gambling table. The gamblers had been at it for hours, drinking and dandling the serving wenches on their knees. They were obviously the worse for wear and slipping a few of those coins in her pocket would be an easy task. However, the bullyboys at the door had sharp eyes, and cudgels. As she continues to wait, she considers the risk and the reward. If caught, they likely wouldn't harm me too greatly, only drub me with their hilts and set me out by my ear. Thought Keke, Though a drubbing I can ill afford, with the task we face. She tried to focus her mind on the task at hand, but her eyes kept returning to the coins.

The day before she, Ervan and the Captain had spread word of Hikari's kidnapping throughout the places they frequented. I wonder how few will answer our plea for help with the rescue attempt? Keke thought darkly, frowning. Likely very few. And why should they risk their lives for the sake of some chit they've never met?

Keke fumbles the toss of her dagger and nicks the end of her finger. She re-sheaths her dagger and sulkily sucks the drop of blood from her finger. She settles in for the remainder of her wait with a slightly petulant frown marring her features.

"Hi!" says Ervan, walking up to the bullyboys.
"Whadda ya want?" growls the one on the left.
"Just, y'know, a chat," replies Ervan.
"We don't do no chattin'," said the taller one on the right.
"Yea. Git movin'," adds the first.
"Well, er, do you think I could find someone to talk to inside?"
"Ah doubt it, but it's yer money ta waste." They stand aside, and Ervan enters the tavern.

The first thing he notices is the pile of coins on the table by the window. "I wonder if Keke's noticed those..." he murmurs to himself. He walks over to the bar and sits down.
"And what can I get you, dear?" asks the barmaid. Silver hair tied in a bun, faintly lined face and a red tartan dress, she reminds the rogue of just about every "I'm older than I look" grandmother he's ever seen. "I'll have a whisky and water, please."
"That'll be five pence, please."
"Rip off," thinks Ervan, but he smiles and hands the coins to her. He could always steal his change later, and he might not even need to if he could get a hold on some of that gold.

Several glasses later he's drunk and reckless enough to be coming up with a plan, and he thinks he's sober enough to pull it off. He casually glances over his shoulder at the game being played at the table by the window. After a minute or two he's worked out that they're playing five card poker. He knows how to play that. More importantly, he knows how to cheat without getting caught. He looks up at the window and notices a patch of white hair. "Oh good, Keke's right next to the window," he thinks. "If I screw this up, we might still get the gold after all." He finishes his glass of whiskey and stumbles over to the gambling club. "Hi. Can I play?"

When Keke next glances through the window she notices Ervan sitting at the bar with a few empty glasses in front of him. “Fool,” she mutters under her breath, but the affectionate smile she wears belies the comment. Drinking on this of all nights... I guess I'll be pulling his biscuits out of the oven before they burn. She thought with amusement.

She set about covertly keeping an eye on the happenings within the pub.

"Can you play?" asks the large man on the right. Ervan looks at him drunkenly. Balding, blue checked shirt, frayed leather javket, and muscles like an orc. Not a man to mess with, clearly, but Ervan isn't about to give up so soon.
"Sure I can play. I've been playing since I was ten."
"Can you bet?" asks someone on the left. From his voice he seems small, but such things varied with race. Ervan thinks for a moment. He doesn't have much on him, but he probably won't need much either, as long as he keeps his wits about him.
"Yeah, I can bet."
"Then take a seat," says the man in the blue shirt, pulling out a chair. "My name's Darren, and this is Jason and Mark," he says, pointing to the other two sitting on the opposite side of the table. "What's your name?"
"I'm, uh, Ervan." Dammit, he thinks. Never use your real name. Maybe I'm drunker than I thought.
"Well Ervan, do you feel lucky?"
"Yeah, I feel lucky."
"Then let's play."
They each put a shilling into the pot and drew five cards. Ervan looks at them. Three queens, a jack and an ace look back. A good hand. I might not have to cheat after all.
"So, do you want to raise?"
"Huh?" Ervan looks at Steve. Or maybe Mike, he isn't sure. "Oh, uh, yeah, I'll raise." He throws another shilling in.
"I'll raise you one," says Darren, adding his money to the pile. Steve and Mike met it.
"Well?" asks Darren, turning to Ervan. Ervan looks in his pouch. Two shillings and five pence glint in the candle light. "Yeah, I'll meet it." He threw in another shilling.
"Good." Darren puts two cards down and draws two, the others following suit. Ervan discards his jack and draws a card. It's an ace. Ervan smiles in his head. Lucky him...

Kitsa walked into the pub and squinted through the smoky air to see Ervan. Suddenly she saw him. Of course, he was sitting with some other men, playing cards. Sliding up behind one of the men, she glanced at the cards.Four tens? Great...
Kitsa tried to catch Ervan's eye, but it was no use, and she had run out of her level eighty female-only persuasion spells for the day.

Of course, Ervan's ego probably wouldn't have let him realise anyway. Kitsa gave up and slumped down next to Keke.
"So. Any news on [mysterious character whom we only know as Hikari]'s location? Damn goblins. Just hope they don't ask for money or anything. Then there might be a bit of genocidin' going on..."

As the tavern wench lady walked past, Kitsa signed her over.
"I need a Ruby Bliel. Clean glass. No fucking spiders this time."

Peering through the window she watched Ervan palm a card with exasperation. Damn. Double damn. He's never going to pull that off with a bellyfull of whiskey... I better head in. With that thought Keke stood and quickly removed her weapons and placed them in her backpack which she stashed behind a stack of empty kegs. She loosened her hidden throwing dagger in it's sheath before walking around the corner of the bar.

As she approached the entrance to the bar she added a sway to her walk. “Hello, boys.” Said Keke in a husky voice with an inviting smile on her face. The two bouncers moved aside without a word, they knew their job and it wasn't to talk to the ladies. However, that didn't stop them from getting an eyefull as she walked past.

Keke sauntered over to the bar with a walk designed to draw every male eye and leaned against it, eying the gambling table. She caught the gaze of the man in the blue checked shirt and wiggled her fingers in a wave. He gave her an odd look before wiggling his fingers in the same manner. She smiled as she thought, Fat fool... Ervan better appreciate this. Yet the ruby in that ring is not insubstantial.

Sparing a single glance for the Captain as she arrived, Keke listened intently, still smiling at the ruby ringed fat fool.

"Never fear, Captain. We'll make easy work of those Goblins and have her back before sunset."

"I'm raising," says Darren, throwing another shilling in.
"Fold," sighs Mike, showing his cards. Steve looks at his cards thoughtfully. After several seconds he shrugs and adds another shilling to the pile. Ervan's turn. His first instinct is to raise it, but he doesn't know how much the others have. So, meet it? He has enough. But what if he loses? He won't have a shilling to put in. Then again, he doesn't have enough if they raise it next game anyway. "Okay, I'll meet it." He throws in his last shilling. Darren turns over his cards. Four tens. Good thing I have another queen.
"Four of a kind!" says Darren, laughing.
Steve curses and shows his two pairs. Ervan knows he only has a few seconds before they'll turn to look at him. He moves his left hand behind his right, switches an ace for the queen, starts sliding it up his sleeve, fumbles, and watches it fall onto the table.
"'Ere, what's this?" asks Darren, looking at the card.
"Nothing to do with me," replied Ervan.
"Sure it ain't. You've been trying to cheat on us!"
This isn't good, thinks Ervan. He looks behind him and sees Keke and Kitty. Keke? He stares at her with a puzzled look, but is jolted back to reality by a firm grip on his arm.
"Cheat!" says Darren, eyes narrowed and muscles bulging.

Keke sways over to the table and places a hand on Bald Fat Guy's arm as the bullyboys begin to take notice. “Is there a problem here, handsome?” She smiled around the table, pausing to make brief eye contact with the other two players, completely ignoring Ervan.

She pushes the cards and coins toward the center of the table thoroughly messing up their order and perches on the edge, “I do love a masterful man.” Keke raises her eyebrows and smiles coyly at Bald Fat Guy, placing a foot firmly on Ervan's fallen card.

“What's happening here, eh?” Said one of the bullyboys as the two approach. Keke gracefully slides off the table and turning, scoots backward, keeping the card firmly under her foot.

Personality: Quiet at times, but get her angry, and you'll be sorry. Will stick up for anyone.

Skills: Basic cooking, Singing, Shooting a gun while doing a flip.

History: Found wandering the streets when she was eight years of age. She has no memories of her past and was taken in by an orphanage in Berlin. As she got older, strange things happened and she gained powers that shocked everyone. She ran away at age 14 and was found and brought back to the orphanage. She was able to leave one year ago at age 18. She and her best friend Hikari met Kitty and Ervan on the outskirts of Berlin, where they happily joined thier crew, leaving their old lives behind and never turned back. She still wonders about the amulet that's been around her neck scince they found her. She wonders if her family is out there somewhere and she is still discovering her powers and how to control them. The ony power she can control is shooting fire out of her hands.

Last edited by Fox; 08-02-2008 at 01:19 AM.

"The fault, dear Brutus, is not in our stars,
But in ourselves, that we are underlings."
~

Class: Uh, mage maybe?With those stats? I don't think so. If you want to be a mage, emphasise on Int.

Occupation: Beating the virtual crap out of stuff. (zombies, ninjas, etc)You job on the boat, if you please.
Intelligence: 4You're a mage, that should be 6.
Wisdom: 4Probably a 5.
Agility: 5
Strength: 4
Vitality: 4Probably a 5.
Basically, your stats should add up to 25. You need to have decent Int because you're a mage, and strength isn't really needed for a mage. Unless you're a battlemage, but that's not a profession.

Personality: Quiet at times, but get her angry, and you'll be sorry. Will stick up for anyone.

Skills: Basic cooking, Singing, Shooting a gun while doing a flip

History: Found wandering the streets when she was eight years of age. She has no memories of her past and was taken in by an orphanage in Berlin. As she got older, strange things happened and she gained powers that shocked everyone. She ran away at age 14 and was found and brought back to the orphanage. She was able to leave one year ago at age 18. She and her best friend Hikari met Kitty and Ervan on the outskirts of Berlin, where they happily joined thier crew, leaving their old lives behind and never turned back. She still wonders about the amulet that's been around her neck scince they found her. She wonders if her family is out there somewhere and she is still discovering her powers and how to control them. The ony power she can control is shooting fire out of her hands.